Released
Secondary Fire: Speed
This is the second installment of my Secondary Fire maps. This test chamber revolves around Propulsion Gel. Be sure to check out all my other "Secondary Fire" maps as they get released on the Steam Workshop: http://steamcommunity.com/workshop/file ... d=74481359 NOTE: The last chamber isn't difficult at all, however it was the first map I'd ever come up with for anything so I feel as though I had to put it in .
Hard Hell Tests
These test are hard but simple You should play : HHT 1,2,3,8,0 (Easier to harder) Comment
NYS-5 Hard Mode
A reworking of NYS-5. Upping the difficulty, changing the puzzles and bringing up the quality. Overwrite NYS-5 Series with this in the meantime until all maps have been converted. 1 of 5 maps hard-mode ready.
[Coop] Evolution #02
This map is the second map of the Evolution maps set. Each map will have one particular object. In this second map you will play with funnels. The first map can be found here : topic2901.html
10-turret Bowling
A simple bowling map. Press the left button (with the hint) to start a game and end a round if your ball gets stuck. Press the right button to show your score. Rules and scoring are the same as typical 10-pin bowling. A turret will register as tipped when its side touches the floor or it falls into the gutter. When it is dissolved, it has been counted as tipped, and the corresponding indicator will tick. Once the ball is dissolved, you have 1 second before the shot ends and score is recorded. Any turrets fizzled after the 1 second will be counted in the next shot/frame. Have fun! Oh.. and for objective.. GET SCORE 300. Update 1.6: * Some tweaks to triggers and stuff. Nothing much. Update 1.5: * Fixed bug where a spare on 10th frame doesn't give you the bonus ball Update 1.4: * Unbroke map Update 1.3: * Completely rewritten script * Made ball bounce less (by a trigger_push down); should be easier to score? * Something happens when you hit 300. Update 1.2: * Turrets now register immediately when tipped. * Un-inverted the dropper. It still has a nograv field for it though. * Painted the left runway with propulsion gel as well, to make it less troublesome for runners. * Delay reduced to 1 second after 1st shot, and 2 seconds after a frame. Update 1.1: * Wall texture changed. * Ball dropper now dispenses up, preventing ball from rolling around. * End round button now emancipates ball immediately on press. * Turrets that fall into the pit/gutter now count as tipped immediately (turrets that tip on the alley must still go through the retire animation) * Target overlay added above aerial faith plate. * And other things I may have forgotten.
Capture the Cube 2
This is not a puzzle! This is the 2nd Capture the Cube map! It has more traps included and more turrets also. New stuff in this map: Bigger Rooms - No second floor this time, but the rooms are larger. Trap Control and Observation Room - A special room which controls Lasers, Hard Light Walls, Excursion Funnels and a Room Cleaner that can emancipate all turrets on the ground. Turret Maker - Spawn 8 turrets instead of 5. Turret Disposal - Special Grid for vaporizing turrets one at a time. Secret Trap - It's a secret trap, also hidden secretly, but not impossible to find. You'll know if your opponent has activated it. I want to thank Djinndrache, The Irate Pirate, mguniverse, and RageCompeX for their feedback and ideas. I hope this map will be a lot better that the first one.
Laser Jumping
Here is my modest entry for the Summer Mapping Initiative. Not giant or difficult, just quite fun, at least i had some making this testchamber.
Paintbox 01
My entry for the TWP Summer Mapping Initiative. Since I haven't done any mapping in a few years, for my first Portal 2 map I wanted to do something short to help shake the cobwebs off, and that highlighted my favorite underused game element, conversion gel. So here's a black metal box with a white gel pipe. There's an excursion funnel, too; I'm sure you'll figure it all out. Also I added a small BTS area for anyone who feels like exploring. Have fun getting to it. This is my third posted map for the Portal series.
Black Rooms
First time making a proper map for any game. This has 4 chambers and it was to help me understand how everything works. Not all puzzel elements have been used only some of the basics have been used. Not to sure on the lighting either, never had to do much lighting on other maps i used to play on CSS so this is somwhat of a first. I hope you have as much fun playing this as i did making it. O and please note, this probably needs a few more "indicators" but im sure you guys will figuare out where to go. More/Larger Images: http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public
mp_coop_ice_three_cubes
This is a medium - hard testchamber for a co-op team. The design is easy handled, but the correct solution isn't. You need to think outside the box to solve it!